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[[Euthanatos 2]]<br>
[[Euthanatos 2]]<br>
[[Mahou Shoujo Silence-Chan]]<br>
[[Mahou Shoujo Silence-Chan]]<br>
[[Arts and Crafts for Aberrant 2.0]]
[[Arts and Crafts for Aberrant 2.0]]<br>
[[XP Based Chargen: Mage]]<br>


==Mage: The Waking War==
==Mage: The Waking War==

Revision as of 13:02, 23 February 2013

Game Ideas

Aberrant 2.0
Awful Ideas In Progress
Transcendence
Red Mercury: A Oneshot Idea
Genres: Genres In Space
Eidolon
Panopticon
More Than Human
Delta
MJMecha
Random Nation Generator
Brave Young Boys
That One Cyberpunk Ruleset
Intervention: A Unofficial Polity RPG
@cademy
Quantum of Ascension
Lingerie and Catsuits with Hexagons: The Game

Characters

Test Alchemical
Test Infernal
Tech Ninja Test
Rexberrant PC
MTAsc Alt
Aberrant: Exile Upeo NPC
Babel Test

Stuff

Werebear Dolph Lundgren
Ryo-K-01
Euthanatos 1
Euthanatos 2
Mahou Shoujo Silence-Chan
Arts and Crafts for Aberrant 2.0
XP Based Chargen: Mage

Mage: The Waking War

(nMage conversion sketch)

Traditions

Akashic Brotherhood: Favors Mind/Life (the body is merely the seat of the mind, but strengthen the body and you strengthen the mind), weak Matter (it's all an illusion anyways), +1 Composure (the true Akashic Brother must have an infinite wellspring of self-control)
Celestial Chorus: Favors Prime/Spirit (the joy of the One's choir and the ability to sing to angels), weak Death/Entropy (ick ick dark magic), +1 Resolve (may your faith in the One never weaken.)
Cult of Ecstasy: Favors Time/Mind (Passion and joy alter the perception of time and tickle the mind), weak ?, +1 Stamina (sometimes it's all those drugs, sometimes it's staying up doing poetry)
Dreamspeakers: Favors Spirit/Death [Entropy] (talking to the gods? Sure! Talking to your ancestors? Sure too!), weak Space (who needs directions in the Umbra?), +1 Manipulation (spirits are tricksy. So are you.)
Euthanatos: Favors Death/Fate (all things decay...) OR Entropy/Time (fate is in our hands), weak Prime (...so nothing has permanence), +1 Dexterity (with the deftness of a surgeon we remove the cancer from the Wheel)
Order of Hermes: Favors Forces/?, weak ?, +1 Charisma (a mage does not sneak around with lies and half truths. A mage demands your obedience)
Sons of Ether: Favors Matter/Forces (SCIENCE!), weak Entropy (Destiny is not preordained, and thermodynamics is a lie.), +1 Intelligence (SCIENCE!)
Verbena: Favors Life/Prime (nature, red in tooth and claw), weak Forces (lightning bolts are so blase), +1 Strength (tooth and claw. Tooth and claw.)
Virtual Adepts: Favors Correspondence/Forces (Fear the power of the Internet!), weak Spirit (all peyote-fueled hallucinations!), +1 Wits (high wits means you can pretend to be smart on the Internets!)

Conventions

Iteration X: Favors Matter/Forces (engineering!), weak Dimensional Science (what is this subdimensional bullshit?)
Progenitors: Favors Life/Death [Mind] (we truly are gods among men, with the power to heal and kill), weak Space (nice physics treatise. Except we're doing biology.)
New World Order: Favors Mind/Fate [Entropy] (we predict and adjust the course of nations and alter single people.), weak Matter (Subtlety is kind of hard when you're building giant robots.)
Syndicate: Favors Prime/Fate [Entropy] (we deal with true value and probability), weak Forces (you want an implant plasma cannon? Go ask an Iterator)
Void Engineers: Favors Space/Dimensional Science (initiate hyperdrive on your mark), weak Fate [Entropy] (never tell me the odds.)

ExWoD

Disclaimer: I am a horrible person.

Judgement

Everyone had their own plans on how to shape reality. From the creatures of the Wyld, to the denizens of Creation, anyone with power wishes to inflict their view of what is real on the world. Some meant well but created dystopias or became corrupt along the way, sacrificing principles in the name of pragmatism. Others were always in it for themselves.

Ever since the First Age of man, this has held true. Those with power seek to change Creation irrevocably. Some wish to reclaim it. Others wish to destroy it. There are those who would wish to see it trapped in amber forever, fossilized. These forces and their inevitable collision mean the doom of man, and the end of the world.

It has been five ages since the Solar shards were cast down into the Jade Prison. Four Ages since the Prison itself was reconstituted in a desperate gamble by the Gold faction, the apex of well-meaning ideas gone wrong. Several more since the Dragonblooded themselves were corrupted, the Lunar shards reclaimed by Lytek, the Sidereal ones repurposed. It has been eons since Creation itself was bent and twisted upon itself, melding the elemental poles, expanding one to cover the Earth. It has been centuries since anyone knew what the elemental poles were, abandoning the silly mysticism of such stories to the reassuring logic of scientific discourse.

It is unfortunate, for perhaps if there were more who knew, desperate decisions would not have to be made.

Prison Break

The Neverborn and the Yozi are trying one last desperate gamble to destory the world or reclaim it using their own shard-powered underlings. The Technocratic timetable suggests that within no less than four months, the chances of the survival of Earth drop to less than fifteen percent. The Traditions themselves concur, but they are too absorbed in the war to do anything. What gods remain capable of acting are too weak and broken by Consensus and the Avatar Storm to do much, except possibly one action.

One action that will damn Creation or save it. Shattering the prison and the cabinet, allowing the Exaltation Shards to travel free. Using what power remains to breach the Gauntlet and the Storm. Perhaps the Exalted can pull a victory out from impossible odds, as they were made to do.

Or perhaps their cursed nature, past animosity, and differing agendas are the very reason that Creation is doomed. No matter which, the tales will be epic.

The Exalted

When the Exalted shards were put into storage, mystical weapons of mass destruction judged too unstable and too dangerous to roam freely, they were used to create lesser beings that could protect Creation from external threats. The Fera, Magi, and Hunters derived from the three Celestial shards.

The corruption of the Dragon-Blooded by the Ebon Dragon created the Kuei-Jin. Vampires themselves were designed as agents of the Neverborn, although they have forgotten their purpose, many of them preferring instead to play their little dominance games with mortals. No matter. The Neverborn have ways of making them work to their advantage.

The Hunters

The essence of the Solar Exalted was always difficult to lessen, and any attempt to do so would have to be err far on the side of weakness. Hunters are that result.

The Dead

The Demons

The Changing Breeds

It would have suprised the Wyld-worshipping Garou that they were originally used as a weapon against what they believe in. Of course, it also surprised them that all their attempts to save Gaia tended to backfire spectacularly when that much should have been obvious. As guardians of Luna's mate, Gaia, and stewards of humanity, they have fallen far.

The Lunar Exalted may do better where they have failed.

The Avatars

The one hundred Sidereal shards were used as the cage that held reality together against the tide of the Wyld until their lessers were constructed. These creatures were diminished in power, but the breaking of Sidereal shards into the thousand-faceted things that were Avatars removed them from their rut. Still affected by paradox, but far less burdened by the limitations and inflexibility of their original powers, the Avatar Shards were intended to be a bulwark against the Wyld, mobile reality engines fused to human souls.

Nobody expected that a flaw in their design would create the Awakened. Nobody expected that some of them would fall to the Neverborn or the Yozis, serving the destruction or reclamation of Creation. Even fewer expected that it was possible that these weakened shards could be damaged by the Wyld, and none of the Celestines thought that it would be possible for the strengthening of reality to go too far.

Perhaps the might of proper Sidereal Exalted is needed in such a situation.

The Machine

The dead god Autochthon was not entirely dead-not enough to become the Engine of Extinction. Not enough to have his presence lost. And he still cares about humanity, even as his new servants wish to transcend theirs. A handful of members in Iteration X have been enhanced into Demiurges, a desperate move showing just how desperate the times have become, as the weakest and most inventive Primordial has never, until now, given his power to anyone who could manipulate Essence. Even in the guise of hypertech, industrial pistons and brass bones replaced with synth-myomer and primium, they are still the champions and servants of humanity which walked the Realm of Brass and Shadow ages and ages ago.

Control believes that they can be used as a weapon to stem the chaos. In a way they are right, but the nature of the Alchemical Exalted makes them heroes, and their free will cannot be washed away nearly as easily as that of a machine, a mortal or even a mage. Some may disagree with the steps the Union is taking. Whether they act to change this from the inside, or go off on their own to serve a more... human-run cause, or decide to band with the other newly Exalted in a desperate attempt to stop the destruction of all existence is yet to be seen.

No matter what they do, even if they stay loyal, their actions are unlikely to be the quiet, subtle adjustments that the Union prefers, but the time for that has passed.

Sphere 2 Silliness

FAistan

Prestige Units

Naval

Super Battleship

Mobility: -1
Evasion: -1
Armor: 12
Structure: 10
Hits: 100
Space: 500
Engineering Coefficient: 25
Hull Coefficient: 20

Hull Expansion

+50 Spaces

Building Craft Around Ship Weapons

This is assuming that a Mobile Armor's x4 means that 1 space on a craft is 4 or more space on a vehicle, which is almost certainly untrue but that's why I'm putting this here instead of on a Sphere 2 page. Used a x5 multiplier because it's nice and even.

Not A Glitter Boy

Assault Frame, 4x Expansions
Speed 4+4 (8)
Agility 4+5-2 (7)
Evasion 3+3.5+.5 (7)
Armor 10+6+2 (18, 2 AP Protection)
4 Hits Component Space: 12 + 16 (28)

Power and Propulsion (Space -14, Power +21)
7 Fusion Reactors (Space -7, Power +28)
4 Thrusters (Space -4, Power -4, Speed +4, Agility +2, Evasion +2)
3 Verniers (Space -3, Power -3, Agility +3, Evasion +1.5)
Defensive Systems (Space -7, Power -8)
6 Armor (Space -1, Armor +6, Agility -2)
1 Flash Field (Space -1, Power -8, Armor +2, AP Protection +2, Evasion +.5)
Weapons (7 Space)
Antimissile Gatling (-2 Space)
Mecha SMG (-5 Space)

External Carriage: 12 + 8 (20)

1 DP Cannon (Space -20, Power -10)

Flakbot 1.0

A far more reasonable design. Probably League.

Assault Frame, 1x Expansion
Speed 4+4 (8)
Agility 4+6-2 (8)
Evasion 3+4 (7)
Armor 10+6 (16)
4 Hits Component Space: 12 + 4 (16)

Power and Propulsion (Space -10, Power +0)
2 Fusion Reactors (Space -2, Power +8)
4 Thrusters (Space -4, Power -4, Speed +4, Agility +2, Evasion +2)
4 Verniers (Space -4, Power -4, Agility +4, Evasion +2)
Defensive Systems (Space -6)
6 Armor (Space -1, Armor +6, Agility -2)

External Carriage: 12 + 2 (14)

1 Flak Cannon (Space -10)
1 Antimissile Gatling (-2 Space)
1 Alpha Sword (-2 Space)